irrlicht/include/vector2d.h

253 lines
7.7 KiB
C
Raw Normal View History

// Copyright (C) 2002-2007 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __IRR_POINT_2D_H_INCLUDED__
#define __IRR_POINT_2D_H_INCLUDED__
#include "irrMath.h"
namespace irr
{
namespace core
{
//! 2d vector template class with lots of operators and methods.
template <class T>
class vector2d
{
public:
vector2d() : X(0), Y(0) {}
vector2d(T nx, T ny) : X(nx), Y(ny) {}
vector2d(const vector2d<T>& other) : X(other.X), Y(other.Y) {}
// operators
vector2d<T> operator-() const { return vector2d<T>(-X, -Y); }
vector2d<T>& operator=(const vector2d<T>& other) { X = other.X; Y = other.Y; return *this; }
vector2d<T> operator+(const vector2d<T>& other) const { return vector2d<T>(X + other.X, Y + other.Y); }
vector2d<T>& operator+=(const vector2d<T>& other) { X+=other.X; Y+=other.Y; return *this; }
vector2d<T> operator-(const vector2d<T>& other) const { return vector2d<T>(X - other.X, Y - other.Y); }
vector2d<T>& operator-=(const vector2d<T>& other) { X-=other.X; Y-=other.Y; return *this; }
vector2d<T> operator*(const vector2d<T>& other) const { return vector2d<T>(X * other.X, Y * other.Y); }
vector2d<T>& operator*=(const vector2d<T>& other) { X*=other.X; Y*=other.Y; return *this; }
vector2d<T> operator*(const T v) const { return vector2d<T>(X * v, Y * v); }
vector2d<T>& operator*=(const T v) { X*=v; Y*=v; return *this; }
vector2d<T> operator/(const vector2d<T>& other) const { return vector2d<T>(X / other.X, Y / other.Y); }
vector2d<T>& operator/=(const vector2d<T>& other) { X/=other.X; Y/=other.Y; return *this; }
vector2d<T> operator/(const T v) const { return vector2d<T>(X / v, Y / v); }
vector2d<T>& operator/=(const T v) { X/=v; Y/=v; return *this; }
bool operator<=(const vector2d<T>&other) const { return X<=other.X && Y<=other.Y; }
bool operator>=(const vector2d<T>&other) const { return X>=other.X && Y>=other.Y; }
bool operator<(const vector2d<T>&other) const { return X<other.X && Y<other.Y; }
bool operator>(const vector2d<T>&other) const { return X>other.X && Y>other.Y; }
bool operator==(const vector2d<T>& other) const { return other.X==X && other.Y==Y; }
bool operator!=(const vector2d<T>& other) const { return other.X!=X || other.Y!=Y; }
// functions
//! returns if this vector equals the other one, taking floating point rounding errors into account
bool equals(const vector2d<T>& other) const
{
return core::equals(X, other.X) && core::equals(Y, other.Y);
}
void set(T nx, T ny) {X=nx; Y=ny; }
void set(const vector2d<T>& p) { X=p.X; Y=p.Y;}
//! Returns the length of the vector
//! \return Returns the length of the vector.
T getLength() const { return (T)sqrt(X*X + Y*Y); }
//! Returns the squared length of this vector
/** This is useful because it is much faster than getLength(). */
T getLengthSQ() const { return X*X + Y*Y; }
//! Returns the dot product of this vector with another.
T dotProduct(const vector2d<T>& other) const
{
return X*other.X + Y*other.Y;
}
//! Returns distance from another point. Here, the vector is interpreted
//! as a point in 2 dimensional space.
T getDistanceFrom(const vector2d<T>& other) const
{
return vector2d<T>(X - other.X, Y - other.Y).getLength();
}
//! Returns squared distance from another point. Here, the vector is
//! interpreted as a point in 2 dimensional space.
T getDistanceFromSQ(const vector2d<T>& other) const
{
return vector2d<T>(X - other.X, Y - other.Y).getLengthSQ();
}
//! rotates the point around a center by an amount of degrees.
void rotateBy(f64 degrees, const vector2d<T>& center)
{
degrees *= DEGTORAD64;
T cs = (T)cos(degrees);
T sn = (T)sin(degrees);
X -= center.X;
Y -= center.Y;
set(X*cs - Y*sn, X*sn + Y*cs);
X += center.X;
Y += center.Y;
}
//! normalizes the vector.
vector2d<T>& normalize()
{
T l = X*X + Y*Y;
if (l == 0)
return *this;
l = core::reciprocal_squareroot ( (f32)l );
X *= l;
Y *= l;
return *this;
}
//! Calculates the angle of this vector in grad in the trigonometric sense.
//! This method has been suggested by Pr3t3nd3r.
//! \return Returns a value between 0 and 360.
f64 getAngleTrig() const
{
if (X == 0)
return Y < 0 ? 270 : 90;
else
if (Y == 0)
return X < 0 ? 180 : 0;
if ( Y > 0)
if (X > 0)
return atan(Y/X) * RADTODEG64;
else
return 180.0-atan(Y/-X) * RADTODEG64;
else
if (X > 0)
return 360.0-atan(-Y/X) * RADTODEG64;
else
return 180.0+atan(-Y/-X) * RADTODEG64;
}
//! Calculates the angle of this vector in grad in the counter trigonometric sense.
//! \return Returns a value between 0 and 360.
inline f64 getAngle() const
{
if (Y == 0) // corrected thanks to a suggestion by Jox
return X < 0 ? 180 : 0;
else if (X == 0)
return Y < 0 ? 90 : 270;
f64 tmp = Y / getLength();
tmp = atan(sqrt(1 - tmp*tmp) / tmp) * RADTODEG64;
if (X>0 && Y>0)
return tmp + 270;
else
if (X>0 && Y<0)
return tmp + 90;
else
if (X<0 && Y<0)
return 90 - tmp;
else
if (X<0 && Y>0)
return 270 - tmp;
return tmp;
}
//! Calculates the angle between this vector and another one in grad.
//! \return Returns a value between 0 and 90.
inline f64 getAngleWith(const vector2d<T>& b) const
{
f64 tmp = X*b.X + Y*b.Y;
if (tmp == 0.0)
return 90.0;
tmp = tmp / sqrt((X*X + Y*Y) * (b.X*b.X + b.Y*b.Y));
if (tmp < 0.0)
tmp = -tmp;
return atan(sqrt(1 - tmp*tmp) / tmp) * RADTODEG64;
}
//! Returns if this vector interpreted as a point is on a line between two other points.
/** It is assumed that the point is on the line. */
//! \param begin: Beginning vector to compare between.
//! \param end: Ending vector to compare between.
//! \return True if this vector is between begin and end. False if not.
bool isBetweenPoints(const vector2d<T>& begin, const vector2d<T>& end) const
{
T f = (end - begin).getLengthSQ();
return getDistanceFromSQ(begin) < f &&
getDistanceFromSQ(end) < f;
}
//! returns interpolated vector
//! \param other: other vector to interpolate between
//! \param d: value between 0.0f and 1.0f.
vector2d<T> getInterpolated(const vector2d<T>& other, f32 d) const
{
T inv = (T) 1.0 - d;
return vector2d<T>(other.X*inv + X*d, other.Y*inv + Y*d);
}
//! Returns (quadratically) interpolated vector between this and the two given ones.
/** \param v2: second vector to interpolate with
\param v3: third vector to interpolate with
\param d: value between 0.0f and 1.0f. */
vector2d<T> getInterpolated_quadratic(const vector2d<T>& v2, const vector2d<T>& v3, const T d) const
{
// this*(1-d)*(1-d) + 2 * v2 * (1-d) + v3 * d * d;
const T inv = (T) 1.0 - d;
const T mul0 = inv * inv;
const T mul1 = (T) 2.0 * d * inv;
const T mul2 = d * d;
return vector2d<T> ( X * mul0 + v2.X * mul1 + v3.X * mul2,
Y * mul0 + v2.Y * mul1 + v3.Y * mul2);
}
//! sets this vector to the linearly interpolated vector between a and b.
/** \param a: first vector to interpolate with
\param b: second vector to interpolate with
\param t: value between 0.0f and 1.0f. */
void interpolate(const vector2d<T>& a, const vector2d<T>& b, const f32 t)
{
X = b.X + ( ( a.X - b.X ) * t );
Y = b.Y + ( ( a.Y - b.Y ) * t );
}
// member variables
T X, Y;
};
//! Typedef for f32 2d vector.
typedef vector2d<f32> vector2df;
//! Typedef for integer 2d vector.
typedef vector2d<s32> vector2di;
template<class S, class T> vector2d<T> operator*(const S scalar, const vector2d<T>& vector) { return vector*scalar; }
} // end namespace core
} // end namespace irr
#endif